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#![allow(dead_code)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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extern crate quick_xml;
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extern crate sfml;
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extern crate cgmath;
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mod timer;
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mod player;
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mod input;
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mod util;
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mod loader;
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use crate::player::Player;
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use crate::timer::Timer;
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use crate::input::Input;
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use crate::loader::Loader;
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extern crate nalgebra as na;
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extern crate ncollide2d;
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use sfml::graphics::{
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Color, RenderTarget, RenderWindow,
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Sprite, Transformable
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};
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use sfml::window::{ Event, Key, Style};
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use sfml::system::Vector2 as sfVec2;
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use ncollide2d::bounding_volume::{AABB, BoundingVolumeInterferencesCollector};
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use ncollide2d::partitioning::BVT;
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use sfml::graphics::RectangleShape;
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use std::{thread, time};
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use std::cell::RefCell;
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use std::rc::Rc;
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use ncollide2d::bounding_volume;
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pub struct EntState<'a> {
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dynamic_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
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dynamic_entities: Vec<RefCell< Sprite<'a> >>,
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static_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
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static_entities : Vec<RefCell< Sprite<'a> >>,
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player : Player<'a>,
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}
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impl<'a> EntState<'a> {
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pub fn gen_bvt(&'a mut self) {
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let mut dynamic_sprites: Vec<(&'a Sprite, AABB<f64>)> = Vec::new();
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{
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for i in self.dynamic_entities {
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let bounds = i.borrow().global_bounds();
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let pos = i.borrow().position();
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let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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dynamic_sprites.push((&i.borrow(), volume));
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}
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}
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self.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
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// let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
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// {
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// for i in self.static_entities {
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// let bounds = i.local_bounds();
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// let pos = i.position();
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// let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
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// na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
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//
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// static_sprites.push((i, volume));
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// }
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// }
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// self.static_bvh = Some(BVT::new_balanced(static_sprites));
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}
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}
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fn main() {
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let loader = Loader::new();
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let mut state = EntState {
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dynamic_bvh: Option::None,
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dynamic_entities: Vec::new(),
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static_bvh: Option::None,
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static_entities: Vec::new(),
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player: Player::new(),
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};
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loader.read_static_entities(String::from("static_entities.txt"), &mut state);
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loader.read_dynamic_entities(String::from("dynamic_entities.txt"), &mut state);
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state.gen_bvt();
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let mut window = RenderWindow::new(
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(512, 512),
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"Custom drawable",
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Style::CLOSE,
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&Default::default(),
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);
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let mut player = Player::new();
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let mut timer = Timer::new();
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let mut input = Input::new();
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32;
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let mut delta_time: f32;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = timer.elap_time();
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while window.is_open() {
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while let Some(event) = window.poll_event() {
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match event {
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Event::Closed => return,
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Event::KeyPressed { code, .. } => {
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if code == Key::Escape {
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return;
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}
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}
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_ => {}
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}
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input.ingest(&event)
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}
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if input.is_held(Key::W) {
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player.impulse(&sfVec2::new(0.0, -1.0));
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}
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if input.is_held(Key::A) {
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player.impulse(&sfVec2::new(-1.0, 0.0));
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}
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if input.is_held(Key::S) {
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player.impulse(&sfVec2::new(0.0, 1.0));
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}
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if input.is_held(Key::D) {
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player.impulse(&sfVec2::new(1.0, 0.0));
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}
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elapsed_time = timer.elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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while (accumulator_time - step_size) >= step_size {
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accumulator_time -= step_size;
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}
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// // intersection test
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// let mut interferences = Vec::new();
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// {
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// // Get the AABB bounding box
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// let (bv, _) = player.future_bounding_aabb(delta_time);
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// let mut thing = BoundingVolumeInterferencesCollector::new(&bv, &mut interferences);
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// bvt.visit(&mut thing);
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// }
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//
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// let collision_rect = player.collision(&interferences, delta_time);
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player.update(delta_time);
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//
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// let mut collision_sprite = RectangleShape::new();
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// collision_sprite.set_position((collision_rect.left, collision_rect.top));
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// collision_sprite.set_size((collision_rect.width, collision_rect.height));
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window.clear(&Color::BLACK);
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window.draw(&player);
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//window.draw(&collision_sprite);
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// for ent in state.static_entities.get_mut().iter() {
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// window.draw(ent);
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// }
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//
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// for ent in state.dynamic_entities.get_mut().iter() {
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// window.draw(ent);
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// }
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window.display();
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}
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}
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